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Author Topic: Black Powder Firearms  (Read 107438 times)

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #120 on: June 05, 2012, 05:21:31 pm »

demons are only generated once hell is breached. Maybe you just got bad luck with this one.

What are other ways of getting sulfer?
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GenJeFT

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Re: Black Powder Firearms
« Reply #121 on: June 05, 2012, 05:35:40 pm »

Hell has somehow been breached.

There are 525 demons and demon related creatures on this map.
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Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #122 on: June 05, 2012, 05:36:55 pm »

reveal hell does that. unless you unreveal before you unpause. But if they where there already.. that would explain your lag (dur lol like I need to say that)
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GenJeFT

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Re: Black Powder Firearms
« Reply #123 on: June 05, 2012, 05:46:15 pm »

I unrevealed before unpause. I loaded the game, and did the unreveal, never unpaused the game. 525 demon or demon related creatures already there. So its breached somehow. Maybe I can edit them out somehow.
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Jake

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Re: Black Powder Firearms
« Reply #124 on: June 07, 2012, 04:55:48 am »

A small teaser for the next update...

Code: [Select]
[REACTION:ARMED_BLAG]
[NAME:saw off shotgun]
[BUILDING:GUN_FORGE:NONE]
[BUILDING:GUN_MAGMA:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON:SHOTGUN:METAL:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON:SHOTGUN_SAWN_OFF:METAL:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:FORGE_WEAPON]
[ADVENTURE_MODE_ENABLED]
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Jake

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Re: Black Powder Firearms
« Reply #125 on: June 08, 2012, 09:47:26 pm »

And v0.8 is released. Fully integrates Hugo's fixes, slims down the task list in the Ammunition Mints and introduces a new weapon: The shotgun. I haven't arena-tested it yet (I've accumulated so much junk on my desk that I can't actually see my gaming rig's keyboard right now) so let me know what you think.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

simonthedwarf

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Re: Black Powder Firearms
« Reply #126 on: June 12, 2012, 03:21:18 pm »

My ammunition mint has no reactions?
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Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #127 on: June 12, 2012, 05:43:06 pm »

Did you enable the reactions in the entity?
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Jake

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Re: Black Powder Firearms
« Reply #128 on: June 13, 2012, 12:25:52 am »

My bad, my bad, Armok-damned Find & Replace fails me again. Let me grab a cup of coffee and I'll upload a fixed version. Sorry guys.

Okay, sorted. Shouldn't need a new worldgen, just copy and paste the modified reaction file.
« Last Edit: June 13, 2012, 12:58:30 am by Jake »
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

simonthedwarf

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Re: Black Powder Firearms
« Reply #129 on: June 13, 2012, 05:42:49 am »

How are rockets modeled in this game? Do they actually have AoE?

If not, here is how you should do it. Make the rocket set the target on fire - but also change it's body material type to booze. :P
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Jake

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Re: Black Powder Firearms
« Reply #130 on: June 13, 2012, 06:23:04 am »

How are rockets modeled in this game? Do they actually have AoE?

If not, here is how you should do it. Make the rocket set the target on fire - but also change it's body material type to booze. :P

Interesting idea, but not terribly practical, I'm afraid; I have enough trouble getting modded-in conventional weapons to work. BPFA's rockets are simple hollow metal or wooden projectiles with a sharpened tip, designed for use against megabeasts.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Ebullient

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Re: Black Powder Firearms
« Reply #131 on: June 14, 2012, 07:55:09 am »

Adding some feedback/reports:

1. items_ammo_guns.txt - the class for buckshot should be CLASS:BUCKSHOT instead of CLASS:BULLET_S
2. reactions_guns.txt - for any metal gunstones, cartridges, and sawn-off shotgun reaction, I think there's no need for the METAL tag before GET_MATERIAL_FROM_REAGENT. The errorlog says Unrecognized Inorganic Token: GET_MATERIAL_FROM_REAGENT before, removing it should fix it.

The fixed reactions:
Code: [Select]
[REACTION:ANY_BULLET_L]
[NAME:make large gunstones (any metal)]
[BUILDING:BULLET_MINT:NONE]
[BUILDING:BULLET_MAGMA:NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_BULLET_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:METALCRAFT]

[REACTION:ANY_BULLET_S]
[NAME:make small gunstones (any metal)]
[BUILDING:BULLET_MINT:NONE]
[BUILDING:BULLET_MAGMA:NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_BULLET_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:METALCRAFT]

[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

[REACTION:CARTRIDGES_S]
[NAME:prepare small cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

[REACTION:CARTRIDGES_B]
[NAME:prepare buckshot cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:180:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:2000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BUCKSHOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

[REACTION:ARMED_BLAG]
[NAME:saw off shotgun]
[BUILDING:GUN_FORGE:NONE]
[BUILDING:GUN_MAGMA:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_SHOTGUN:METAL:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON_SHOTGUN_SAWN_OFF:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:FORGE_WEAPON]
[ADVENTURE_MODE_ENABLED]

Oh, and I should say, great mod! The goblins will love their new shotguns.   :)
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Jake

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Re: Black Powder Firearms
« Reply #132 on: June 14, 2012, 08:35:36 am »

Adding some feedback/reports:

1. items_ammo_guns.txt - the class for buckshot should be CLASS:BUCKSHOT instead of CLASS:BULLET_S
2. reactions_guns.txt - for any metal gunstones, cartridges, and sawn-off shotgun reaction, I think there's no need for the METAL tag before GET_MATERIAL_FROM_REAGENT. The errorlog says Unrecognized Inorganic Token: GET_MATERIAL_FROM_REAGENT before, removing it should fix it.

Thanks for the heads-up, I'll sort them out and fire off another update later this afternoon. And then I'm going to excavate the keyboard of my gaming rig, hook up the second wireless antenna I finally got around to picking up in Maplin's and start doing proper testing again.

Okay, the new version's up. Shouldn't need a new worldgen either.

Quote
Oh, and I should say, great mod! The goblins will love their new shotguns. :)

Glad you appreciate it. I don't recommend adding the sawn-off shotgun as a reaction in Fortress Mode, by the way; it's intended as an adventurer weapon. Shame we can't do armed robberies yet, really...
« Last Edit: June 15, 2012, 01:44:28 am by Jake »
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #133 on: June 20, 2012, 12:23:04 am »

Grabbing this new version for my mod, Hopefully I find no bugs ;) Also as a suggestion, can the PERMITTED_REACTIONS be in a .txt that is bundled with the mod?
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Jake

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Re: Black Powder Firearms
« Reply #134 on: June 20, 2012, 01:13:00 am »

I'm not sure what the advantage is compared to copying and pasting from the DFFD page or the first post in this thread, but if you think it'd be helpful it can be arranged easily enough.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!
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